Path to Tarkov Reloaded - SPT Mods Workshop (2024)

Path to Tarkov Reloaded - SPT Mods Workshop (3)

    • SPT 3.8.3
  • rockahorse
  • Yesterday, 5:55am
  • 284 Downloads
  • 35 Comments

Path to Tarkov but for 3.8.3

I took Trap's Path to Tarkov and updated it. Everything is pretty much the same with a few changes to reflect the most recent changes in Tarkov. Consult the included map I totally spent hours making just for you.

Path to Tarkov Reloaded - SPT Mods Workshop (4)

-With brand new profiles, something breaks the repeatable quests (I'm not sure what yet.) - Work around is make the profile, load into game make the pmc. then install this mod.

-Insurance is borked

Move the BepinEx and user folder from the zip to your SPT install.

None that I'm aware of yet.

Sure

You installed it wrong. Try turning the computer off and on again. If that doesn't work - unplug the PC from the wall, then press the power button - If your vibes are good enough, everything should work.

Special Thanks To:

Trap - for the original mod

What is Welcome To Tarkov?

Welcome To Tarkov (WTT) is a mod for SPT AKI that has been in development for over a year. What started as a small passion project has grown in size to incorporate 10+ core members as well as contributions from other well-known mod authors and friends of WTT alike.

How does Welcome To Tarkov change the game?

As a mod, WTT overhauls SPT AKI, touching on almost every vanilla game system, as well as adding completely new systems to the game and its core mechanics. Inspired by open-world hardcore survival projects like STALKER: Anomaly and STALKER: GAMMA, WTT takes SPT’s artificial multiplayer MMO difficulty adders and replaces them with a challenging world economy, loot scarcity rebalancing, a lore friendly quest overhaul, and a map-traveling system built from rewritten portions of the Traveler mod allowing seamless travel between maps. Aside from its changes to the game’s core properties, WTT also adds to the world’s variety of traders, NPC’s, characters, items, and quests:

  • Over 500 custom bundles adding new weapons, attachments, wearables, containers, food, medical, and barter items.
  • New bosses with their own custom gear that will be properly incorporated into WTT’s quest lines.
  • New, meaningful traders with their own lore-friendly quests and narrative elements to help the player progress through the story-line of WTT.
  • New playable characters and outfits that will add to the player’s customization abilities.
  • New quest types incorporating brand new map extraction points, putting the player’s knowledge and familiarization of SPT’s maps to the test.

Welcome To Tarkov stands as one of the largest mods created for SPT AKI thus far.

When does Welcome To Tarkov release?

Thursday.

Which Thursday?

TBD

Want to follow our progress?

You can follow the project through it's development in our discord here:

https://discord.gg/Nz6VX78xRa

  • PTT
  • Map

211

  • Version 5.0.0

    • rockahorse
    • 284 Downloads

    Hotfix - Extracts, and infils should all work (such and such map not resolved = fixed)


    See known issues for the stuff still broken.

    • rockahorseAuthor

      If you have issues. Do not just post an error code in the comments expecting me to provide support. You must tell me exactly how to replicate the issue.

      No modlist- no help

      No replication instructions - no help

      Auburn fan? - no help

      1

    • ZenosBleed

      Some question before i download the mod(cause i won't be accessing my PC for two weeks)

      This seems to be working with Fika, so what the situation will be if we had teammate extract from different exfil?

      I guess we will "stay" at our corresponding map according to exfil, then our next coop raid will spawn at different spawn point? Also, hows SCAV working?, is it limited by the same map progress as PMC?

    • BTR_ENJOYER

      Ive found a few things that are pretty annoying and force me to take the longer route through tarkov. ive only tested this on streets and customs, but those car extracts do NOT lead to the other extracts. ground zero's car extract works fine, and shoreline doesnt have a car extract at all

      • BTR_ENJOYER

        very soon i will move to my dev account and i will test every extract in the game to tell you what works, and what doesnt.

    • Krilzlocc

      Does this mod work with custom traders? If so how do I find them?

    • StrikeMasterIce

      Hi rockahorse, thanks for the update.

      I am currently using the Traveler mod that was updated for 3.8.X from this reddit thread, which also included in the Ground Zero map:

      https://www.reddit.com/r/SPTar…eller_mod_working_for_38/

      I am using the above mod with SPT version 3.8.3

      I have edited the config for some of extracts and spawnpoints. If I replace it with your mod, but overwrite the configs from your mod with current config files I am using, would these still work?

      The configs in question:

      - config.json

      - player_spawnpoints.json

      - valid_map_and_exfil_names.json

      Essentially I intend to:

      1) Backup my profile

      2) Uninstall the current version of the Traveler mod I am using.

      3) Launch SPT, check that everything uninstalled properly.

      4) Delete cache folders in ".../users" and "...\BepInEx"

      4) Install your mod.

      5) Override with the old config files listed above

      (If you're not sure, please let me know as I would be happy to test it myself and report the results here.)

      • rockahorseAuthor

        The player spawn points will work. However valid map and exfil names, as well as the configs likely won't as Jehree did the exfil// infil points differently.

      • Jehree

        Yeah my configs were formatted differently, this won't work. You'd have to translate them into Path To Tarkov's config layout.

    • Narcotics

      Path To Tarkov: end of raid detected for exit 'Smuggler's Boat'

      Path To Tarkov Error: cannot resolve map name from location 'bigmap'

      Got this error when extracting from Customs using the Smuggler's boat. Have only tried to extract from this spot with no success, as well as ground zero successfully using the police car extract.

      I have a pretty heavily modded game (around 35 mods) so there could definitely be some incompatibilities going on but thought I'd say something just in case. I have your mod loaded 2nd to last, right above SAIN for whatever its worth. Will continue testing out other extracts to see if the problem persists.

      1

      • rockahorseAuthor

        If you can provide your modlist it will make trouble shooting a bit easier. Just from what you said it definitely seems like something is conflicting with what's resolving the maps.

        Once I get back home from work I can look into it a bit more.

      • Narcotics

        Sure, the mod list and order is as follows:

        Display Spoiler

        If I had to guess, I would think it'd have to do with either Realism, Raid Overhaul, or maybe a client mod like Dynamic Maps? Couldn't tell ya.

      • rockahorseAuthor

        Might be a load order thing? as all three of these are installed when I was testing.

      • Narcotics

        My load order is the same as listed above, I have your mod loaded last so it should trump any load order issues, no? Or should I try to load it earlier? Also, I've removed Raid Overhaul to no avail so yeah don't think that was the issue.

        EDIT: Also, don't know if I should mention but I've turned multi-stash off in the config. Doubt thats causing any issues but still something I've changed with the base mod.

        Just to clarify, to try and reproduce the problem: use the police car extract on Ground Zero and go to Customs, then use the Smuggler's boat extract on Customs.

        I've tried to remove everything and just use this mod in my current profile just for sh*ts and giggles and am unsurprisingly still getting the same error. I'll try to wipe the profile and go through the same steps with just this mod installed to see if it happens again.

        EDIT 2: Yup, still happens on a fresh wipe with a fresh install of this mod only.

      • rockahorseAuthor

        Ok, let me test on my end.

    • format

      Path To Tarkov Error: cannot resolve map name from location 'TarkovStreets'

      • rockahorseAuthor

        Oh the console spit it out to you like that did it?

      • Jehree

        iirc something in the map-name-resolver.ts had to be updated to resolve this issue.

        Cool to see someone updating PTT Path to Tarkov Reloaded - SPT Mods Workshop (29)

        1

      • rockahorseAuthor

        Interesting. I had to do this for Ground Zero but streets appeared to be added already by Trap. I was even able to extract to it from gz and exfil back to gz. I'll do some checking when I get home.

      • Jehree

        Just checked my ancient hotfix for PTT, I added a new item to the LOCATIONS_MAPS object in the map-name-resolver.js file, it's literally just:

        tarkovstreets: "tarkovstreets"

        unsure why that's necessary, but it worked back then lol

        1

      • rockahorseAuthor

        I think....this fixed it. Gonna run some more test raids to be sure.

    • ICE_LUCILLE

      Good morning, after extracting from Emerson, the stash is not functional.

      • rockahorseAuthor

        I have not added a stash to the Emercom station on GZ yet.

    • format

      TypeError: Cannot read properties of undefined (reading 'length')

      TypeError: Cannot read properties of undefined (reading 'length')

      at RandomUtil.getArrayValue (C:\snapshot\src\utils\RandomUtil.ts:268:39)

      at InsuranceService.sendInsuredItems (C:\snapshot\src\services\InsuranceService.ts:122:33)

      at InraidController.savePmcProgress (C:\snapshot\src\controllers\InraidController.ts:260:31)

      at InraidController.savePostRaidProgress (C:\snapshot\src\controllers\InraidController.ts:137:18)

      at InraidCallbacks.saveProgress (C:\snapshot\src\callbacks\InraidCallbacks.ts:45:31)

      at InraidCallbacks.saveProgress (G:\EFT PTTR\user\mods\MarsyApp-EnableSaveCaseForScav\src\mod.ts:68:12)

      at RouteAction.action (C:\snapshot\src\routers\static\InraidStaticRouter.ts:13:45)

      at InraidStaticRouter.handleStatic (C:\snapshot\src\di\Router.ts:47:61)

      at HttpRouter.handleRoute (C:\snapshot\src\routers\HttpRouter.ts:78:62)

      at HttpRouter.getResponse (C:\snapshot\src\routers\HttpRouter.ts:43:30)

      TypeError: Cannot read properties of undefined (reading 'length')

      TypeError: Cannot read properties of undefined (reading 'length')

      at RandomUtil.getArrayValue (C:\snapshot\src\utils\RandomUtil.ts:268:39)

      at InsuranceService.sendInsuredItems (C:\snapshot\src\services\InsuranceService.ts:122:33)

      at InraidController.savePmcProgress (C:\snapshot\src\controllers\InraidController.ts:260:31)

      at InraidController.savePostRaidProgress (C:\snapshot\src\controllers\InraidController.ts:137:18)

      at InraidCallbacks.saveProgress (C:\snapshot\src\callbacks\InraidCallbacks.ts:45:31)

      at InraidCallbacks.saveProgress (G:\EFT PTTR\user\mods\MarsyApp-EnableSaveCaseForScav\src\mod.ts:68:12)

      at RouteAction.action (C:\snapshot\src\routers\static\InraidStaticRouter.ts:13:45)

      at InraidStaticRouter.handleStatic (C:\snapshot\src\di\Router.ts:47:61)

      at HttpRouter.handleRoute (C:\snapshot\src\routers\HttpRouter.ts:78:62)

      at HttpRouter.getResponse (C:\snapshot\src\routers\HttpRouter.ts:43:30)

      • rockahorseAuthor

        What are you doing when you get this type error?

      • Narcotics

        I also have gotten this error, usually when dying in raid and upon hitting F8 to extract. I'm assuming it has something to do with insurance.

    • Murke

      Nice to see it is back! I really like the concept idea and will try it out! So cool and reminds alot of the open world travel between zones in the early stalker games Path to Tarkov Reloaded - SPT Mods Workshop (41) Path to Tarkov Reloaded - SPT Mods Workshop (42)

    • BTR_ENJOYER

      im going to download this before i go to bed. this looks like a nice mod, but is this what i think it is? is this mod map to map travel? and if it is, will you also implement something that the Traveler mod had where you can choose to have separate stashes as well as having traders depending on what map you extracted on?

      • rockahorseAuthor

        Both of those features are here and SHOULD be working. Should be the word of the day.

      • BTR_ENJOYER

        im playing it now and its interesting. however, on shoreline you can see an opening to d2, so that bunker extract would lead to shoreline and not factory. also, i dont see how extracting through the tunnel on lighthouse would lead to the tunnel on shoreline, considering the fact that the tunnel is completely destroyed. when you extract on southern road you can actually see the area next to the tunnel, so it would make more sense to have those extracts lead to shoreline instead.

      • rockahorseAuthor

        Noted. Again, only changes I've made to the original mod was updating it to add gz and a few more of the streets spots. I might make some more changes to them once all the other kinks are worked out.

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